Render Song to Audio File: Difference between revisions

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*'''Entire Song:''' Renders the entire song.
*'''Entire Song:''' Renders the entire song.
*'''Selection in Sequence:''' Render only a selected pattern range from the [[Pattern Sequencer]]). You can also select this range in the [[Pattern Sequencer]] directly by using the Pattern Sequencer's context menu: ''"Render Sequence Selection To Sample..."''.
*'''Selection in Sequence:''' Render only a selected pattern range from the [[Pattern Sequencer]]. You can also select this range in the [[Pattern Sequencer]] directly by using the Pattern Sequencer's context menu: ''"Render Sequence Selection To Sample..."''.
*'''Selection in Pattern:''' Renders only the area selected in the current pattern (see [[Render & Resample Parts of the Song]]). This can also be quickly done using the Pattern Editor's context menu: ''"Render Selection To Sample..."''.
*'''Selection in Pattern:''' Renders only the area selected in the current pattern (see [[Render & Resample Parts of the Song]]). This can also be quickly done using the Pattern Editor's context menu: ''"Render Selection To Sample..."''.


=== Destination ===
=== Destination ===


Where the WAV file should be saved under which name.
Where the .wav file should be saved and under which name.


Hitting the ''browse'' button will prompt you for a folder where you want to save the rendered files to. Enter the name of the file in the text field next to the browse button. The destination file(s) will always be standard .wav audio files.
Hitting the ''"Browse"'' button will prompt you to select a folder where you would like the rendered files to be saved. Enter the name of the file in the text field next to the ''"Browse"'' button. The destination file(s) will always be standard .wav audio files.


=== Render Options ===   
=== Render Options ===   


*'''Interpolation:''' Select the resampling quality that should be used in the render process to pitch samples up and down. "Cubic" is what you've heard and used when playing back and composing the song. "Arguru's Sinc" is a very precise interpolation mode that can not be used in real-time, thus only is available when rendering. This interpolation mode results into the best possible sample playback quality, but may also lead into some unwanted effects. Please see [[#Sinc_Interpolation|Sinc Interpolation]] for more details.
*'''Interpolation:''' Select the resampling quality that should be used in the render process to pitch samples up and down. ''"Cubic"'' is what you've heard when playing back and composing the song. ''"Arguru's Sinc"'' is a very precise interpolation mode that cannot be used in real-time and so only is available when rendering. This mode results into the best possible sample playback quality, but may also lead into some unwanted effects. Please see [[#Sinc_Interpolation|Sinc Interpolation]] for more details.


*'''Sample Rate:''' Select a sample-rate for the rendering process. By default the currently active sample rate is selected, which is also recommended. Many DSPs may sound slightly different at different rates which probably is not what you've expected. Some external VST or AU plugins even don't support sample rate changes. If you change the rate to something else than the default, then please double check the rendered result. Alternatively, play back your song at the desired new rate first and fine tune the song when needed. This is done by changing the sample rate in the audio [[Preferences]].
*'''Sample Rate:''' Select a sample-rate for the rendering process. By default, the currently active sample-rate is selected and it is recommended to use this. Many DSPs may sound slightly different at other rates, so changing the rate may result in a slightly different sound from what you expect. Some external VST or AU plugins don't even support sample-rate changes. If you change the rate to something other than the default, then listen back to the rendered result to ensure everything is correct. Alternatively, play back your song in Renoise using the different rate first and fine tune the song when needed. This can be done by changing the sample-rate in the [[Preferences#Audio|''"Edit->Preferences->Audio"'']] tab.


*'''Bit Depth''' - Select the bit depth of the resulting WAV file. Renoise internally renders in 32 float bit, the highest quality, so you should use this format when you plan to reuse the sample in other applications. If you want to render your song for a CD, then you should select 16 bit and a sample rate of 44100 kHz.
*'''Bit Depth''' - Select the bit-depth of the resulting .wav file. Renoise internally renders in 32-bit float, the highest quality, so you should use this format when you plan to reuse the rendered song in other applications. CDs use 16-bit with a sample-rate of 44,100 kHz, so you can choose to render in this format for burning songs directly to CD (bear in mind the potential issues with changing your default sample-rate as noted above, though).
*'''Save each track into a separate file:''' When enabled, the song will not be rendered into one file, but rendering will create one file per track in Renoise. This can be useful if you want to export loops (when also saving each pattern separately) or to post process the tracks in a multi track audio editor. Please note that completely silent tracks will be deleted at the end of the rendering process.


*'''Save each pattern into a separate file:''' Just like the separate track option, this creates new files for every sequence pos / pattern. This is extremely useful to quickly cut and export your song as a set of loops. Again, Renoise will rmeove completely audio files for you, so you only end up in "audible" files/loops.
*'''Save each track into a separate file:''' When enabled, the song will not be rendered into a single file, but instead will create one file per track. This can be useful if you want to export loops (when used in conjunction with [[#Part_to_Render|''"Selection in Sequence/Pattern"'']]) or to post-process the tracks in an external multi-track audio editor. Note that completely silent tracks will be deleted at the end of the rendering process.


*'''Priority:''' The rendering process bypasses your sound-card, to be able to render a batch of songs as quickly as possible. Thus using the "high (as fast as possible)" priority is recommended and the default. Unfortunately some plug-in instruments and effects behave badly when they run faster than real-time. As a workaround for those plug-ins, Renoise also offers a pseudo real-time priority as a workaround. If you use plugin synths (VSTi/AUs) or effects, and the resulting files do not sound as they should, try rendering again with the real-time mode.
*'''Save each pattern into a separate file:''' Just like the separate track option, this creates new files for every single position in the [[Pattern Sequencer]] (not just each pattern once). This is extremely useful to quickly cut and export your song as a set of loops. Note that completely silent patterns will be deleted at the end of the rendering process.
 
*'''Priority:''' To render a batch of songs as quickly as possible, the rendering process bypasses your soundcard. Unfortunately, some plugin instruments and effects render incorrectly when they run faster than real-time. As a workaround for those plugins, Renoise also offers a pseudo-real-time priority rendering mode. If you use plugin synths (VSTi/AUs) or effects and the resulting files do not sound as they should, try rendering again using the ''"Real"'' mode.




== Sinc Interpolation ==
== Sinc Interpolation ==


As already described in the Render Options, Renoise offers an alternative way to resample with the Sinc interpolation mode. Interpolation is what is needed when playing back a sample at another note than its base note, its original frequency: when pitching samples up and down.  
As already described in the Render Options, Renoise offers an alternative way to resample with the Sinc interpolation mode. Interpolation is what is needed when playing back a sample at another note than its base note, its original frequency: when pitching samples up and down. Pitching will reshape and reconstruct the sample waveforms, it will create new sample waveforms out of the original. Linear and Cubic interpolation do this roughly and quickly but in overall with very good results. The Sinc mode does this as precise as possible, with the advantage that the original character and shape of the sample from its original frequency is preserved.  
Pitching will reshape and reconstruct the sample waveforms, it will create new sample waveforms out of the original. Linear and Cubic interpolation do this roughly and quickly but in overall with very good results. The Sinc mode does this as precise as possible, with the advantage that the original character and shape of the sample from its original frequency is preserved.  


The drawback is that this processing is very very slow, is not fast enough to happen in real time. So rendering in Sinc mode can take a very very very long time and will use a lot of CPU.
The drawback is that this processing is very slow, is not fast enough to happen in real time. So rendering in Sinc mode can take a very long time and will use a lot of CPU.


Another probably unwanted effect is that things simply no longer sound as you want them to. When you for example drastically pitch up a hi-hat sample or other samples with a lot of high frequencies, then the Sinc mode will often sound a lot smoother. Although this smoother sound is technically more "perfect", it simply might not be what you want in some cases. Here is an extreme example:
Another probably unwanted effect is that things simply no longer sound as you want them to. When you for example drastically pitch up a hi-hat sample or other samples with a lot of high frequencies, then the Sinc mode will often sound a lot smoother. Although this smoother sound is technically more "perfect", it simply might not be what you want in some cases. Here is an extreme example:


[[Media:example_render_cubic.ogg |Cubic rendered]] vs. > [[Media:example_render_arguru.ogg |Arguru rendered]]   
[[Media:example_render_cubic.ogg |Cubic rendered]] vs. [[Media:example_render_arguru.ogg |Arguru rendered]]   


If that's the case, then you can explicitly disable the Sinc interpolation for some samples, by using another interpolation mode than "Cubic" in the [[Instrument_Settings#Sample_Properties|Sample Properties]]. Only Samples which have the "Cubic" interpolation mode set will use the Sinc mode in the rendering process. Changing the interpolation to "Linear" or even disabling it, can also in normal playback mode help you to create the in this case "dirty" or more metallic sound.
If that's the case, then you can explicitly disable the Sinc interpolation for some samples, by using another interpolation mode than ''"Cubic"'' in the [[Instrument_Settings#Sample_Properties|Sample Properties]]. Only Samples which have the ''"Cubic"'' interpolation mode set will use the Sinc mode in the rendering process. Changing the interpolation to "Linear" or even disabling it, can also in normal playback mode help you to create the in this case "dirty" or more metallic sound.





Revision as of 15:03, 27 February 2010

Rendering a Song as an Audio File

To create an audio file from your song, you have to Render it. Rendering is only enabled in the registered version of Renoise. As well as exporting the whole song as a .wav, you can also save and reuse parts of a song. By rendering each track into a separate file you can even post-process your tracks in other multi-track audio editors.

Renoise cannot directly render .mp3 files, only uncompressed .wav files. Those .wav files can then be easily converted to .mp3 files with free external applications.


Opening the Render Dialog

You can open the Render dialog by either hitting the "Render" button in the Disk Browser with the "Song" category selected, or by using the main menu option: "File->Render Song To Disk...".

To quickly render, resample and reuse parts of the song in the pattern editor, see Render & Resample Parts of the Song.

Overview

File:Vvoois renoise render2disk.png

Part to Render

This specifies which part of the song you want to render. Note that muted tracks and columns are never rendered by Renoise, making it easy to exclude tracks you don't want to export.

  • Entire Song: Renders the entire song.
  • Selection in Sequence: Render only a selected pattern range from the Pattern Sequencer. You can also select this range in the Pattern Sequencer directly by using the Pattern Sequencer's context menu: "Render Sequence Selection To Sample...".
  • Selection in Pattern: Renders only the area selected in the current pattern (see Render & Resample Parts of the Song). This can also be quickly done using the Pattern Editor's context menu: "Render Selection To Sample...".

Destination

Where the .wav file should be saved and under which name.

Hitting the "Browse" button will prompt you to select a folder where you would like the rendered files to be saved. Enter the name of the file in the text field next to the "Browse" button. The destination file(s) will always be standard .wav audio files.

Render Options

  • Interpolation: Select the resampling quality that should be used in the render process to pitch samples up and down. "Cubic" is what you've heard when playing back and composing the song. "Arguru's Sinc" is a very precise interpolation mode that cannot be used in real-time and so only is available when rendering. This mode results into the best possible sample playback quality, but may also lead into some unwanted effects. Please see Sinc Interpolation for more details.
  • Sample Rate: Select a sample-rate for the rendering process. By default, the currently active sample-rate is selected and it is recommended to use this. Many DSPs may sound slightly different at other rates, so changing the rate may result in a slightly different sound from what you expect. Some external VST or AU plugins don't even support sample-rate changes. If you change the rate to something other than the default, then listen back to the rendered result to ensure everything is correct. Alternatively, play back your song in Renoise using the different rate first and fine tune the song when needed. This can be done by changing the sample-rate in the "Edit->Preferences->Audio" tab.
  • Bit Depth - Select the bit-depth of the resulting .wav file. Renoise internally renders in 32-bit float, the highest quality, so you should use this format when you plan to reuse the rendered song in other applications. CDs use 16-bit with a sample-rate of 44,100 kHz, so you can choose to render in this format for burning songs directly to CD (bear in mind the potential issues with changing your default sample-rate as noted above, though).
  • Save each track into a separate file: When enabled, the song will not be rendered into a single file, but instead will create one file per track. This can be useful if you want to export loops (when used in conjunction with "Selection in Sequence/Pattern") or to post-process the tracks in an external multi-track audio editor. Note that completely silent tracks will be deleted at the end of the rendering process.
  • Save each pattern into a separate file: Just like the separate track option, this creates new files for every single position in the Pattern Sequencer (not just each pattern once). This is extremely useful to quickly cut and export your song as a set of loops. Note that completely silent patterns will be deleted at the end of the rendering process.
  • Priority: To render a batch of songs as quickly as possible, the rendering process bypasses your soundcard. Unfortunately, some plugin instruments and effects render incorrectly when they run faster than real-time. As a workaround for those plugins, Renoise also offers a pseudo-real-time priority rendering mode. If you use plugin synths (VSTi/AUs) or effects and the resulting files do not sound as they should, try rendering again using the "Real" mode.


Sinc Interpolation

As already described in the Render Options, Renoise offers an alternative way to resample with the Sinc interpolation mode. Interpolation is what is needed when playing back a sample at another note than its base note, its original frequency: when pitching samples up and down. Pitching will reshape and reconstruct the sample waveforms, it will create new sample waveforms out of the original. Linear and Cubic interpolation do this roughly and quickly but in overall with very good results. The Sinc mode does this as precise as possible, with the advantage that the original character and shape of the sample from its original frequency is preserved.

The drawback is that this processing is very slow, is not fast enough to happen in real time. So rendering in Sinc mode can take a very long time and will use a lot of CPU.

Another probably unwanted effect is that things simply no longer sound as you want them to. When you for example drastically pitch up a hi-hat sample or other samples with a lot of high frequencies, then the Sinc mode will often sound a lot smoother. Although this smoother sound is technically more "perfect", it simply might not be what you want in some cases. Here is an extreme example:

Cubic rendered vs. Arguru rendered

If that's the case, then you can explicitly disable the Sinc interpolation for some samples, by using another interpolation mode than "Cubic" in the Sample Properties. Only Samples which have the "Cubic" interpolation mode set will use the Sinc mode in the rendering process. Changing the interpolation to "Linear" or even disabling it, can also in normal playback mode help you to create the in this case "dirty" or more metallic sound.


Rendering Line-In Devices

Because rendering is an off-line processes which bypasses the sound card, you can not render sounds that are routed through Line In Devices such as MIDI instruments or other signals from external sources. To render those to audio files, you have to record them with the Sample Recorder in Renoise.